using System; using System.Collections; using System.Collections.Generic; using GameplayIngredients; using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine.Rendering.Universal; using UnityEngine.ResourceManagement.AsyncOperations; using UnityEngine.SceneManagement; using Random = UnityEngine.Random; // ReSharper disable InconsistentNaming namespace BoatAttack { [ManagerDefaultPrefab("AppManager")] public class AppSettings : Manager { public enum RenderRes { _Native, _1440p, _1080p, _720p } public enum Framerate { _30, _60, _120 } public enum SpeedFormat { _Kph, _Mph } public static AppSettings Instance; private GameObject loadingScreenObject; public static Camera MainCamera; [Header("Resolution Settings")] public RenderRes maxRenderSize = RenderRes._720p; public bool variableResolution; [Range(0f, 1f)] public float axisBias = 0.5f; public float minScale = 0.5f; public Framerate targetFramerate = Framerate._30; private float currentDynamicScale = 1.0f; private float maxScale = 1.0f; public SpeedFormat speedFormat = SpeedFormat._Mph; [Header("Asset References")] public AssetReference loadingScreen; public AssetReference volumeManager; [Header("Prefabs")] public GameObject consoleCanvas; public static GameObject ConsoleCanvas; // Use this for initialization private void Awake() { if(UniversalRenderPipeline.asset.debugLevel == PipelineDebugLevel.Profiling) Debug.Log("AppManager initializing"); Initialize(); CmdArgs(); SetRenderScale(); SceneManager.sceneLoaded += LevelWasLoaded; } private void Initialize() { Instance = this; ConsoleCanvas = Instantiate(consoleCanvas); DontDestroyOnLoad(ConsoleCanvas); Application.targetFrameRate = 300; MainCamera = Camera.main; } private void Start() { var obj = GameObject.Find("[Debug Updater]"); // TODO hack to solve input class issues if(obj != null) Destroy(obj); } private void OnDisable() { SceneManager.sceneLoaded -= LevelWasLoaded; } private static void LevelWasLoaded(Scene scene, LoadSceneMode mode) { if (!MainCamera) { MainCamera = Camera.main; } else { var cams = GameObject.FindGameObjectsWithTag("MainCamera"); foreach (var c in cams) { if (c != MainCamera.gameObject) Destroy(c); } } Instance.Invoke(nameof(CleanupLoadingScreen), 0.5f); } private void CleanupLoadingScreen() { if (Instance.loadingScreenObject != null) { Instance.loadingScreen.ReleaseInstance(Instance.loadingScreenObject); } } private void SetRenderScale() { float res; switch (maxRenderSize) { case RenderRes._720p: res = 1280f; break; case RenderRes._1080p: res = 1920f; break; case RenderRes._1440p: res = 2560f; break; default: res = Screen.width; break; } var renderScale = Mathf.Clamp(res / Screen.width, 0.1f, 1.0f); if(UniversalRenderPipeline.asset.debugLevel == PipelineDebugLevel.Profiling) Debug.Log($"Settings render scale to {renderScale * 100}% based on {maxRenderSize.ToString()}"); maxScale = renderScale; #if !UNITY_EDITOR UniversalRenderPipeline.asset.renderScale = renderScale; #endif } private void Update() { #if !UNITY_EDITOR Utility.CheckQualityLevel(); //TODO - hoping to remove one day when we have a quality level callback #endif if (!MainCamera) return; if (variableResolution) { MainCamera.allowDynamicResolution = true; var offset = 0f; var currentFrametime = Time.deltaTime; var rate = 0.1f; switch (targetFramerate) { case Framerate._30: offset = currentFrametime > (1000f / 30f) ? -rate : rate; break; case Framerate._60: offset = currentFrametime > (1000f / 60f) ? -rate : rate; break; case Framerate._120: offset = currentFrametime > (1000f / 120f) ? -rate : rate; break; } currentDynamicScale = Mathf.Clamp(currentDynamicScale + offset, minScale, 1f); var offsetVec = new Vector2(Mathf.Lerp(1, currentDynamicScale, Mathf.Clamp01((1 - axisBias) * 2f)), Mathf.Lerp(1, currentDynamicScale, Mathf.Clamp01(axisBias * 2f))); ScalableBufferManager.ResizeBuffers(offsetVec.x, offsetVec.y); } else { MainCamera.allowDynamicResolution = false; } } public void ToggleSRPBatcher(bool enabled) { UniversalRenderPipeline.asset.useSRPBatcher = enabled; } public static void LoadScene(string scenePath, LoadSceneMode mode = LoadSceneMode.Single) { LoadScene(SceneUtility.GetBuildIndexByScenePath(scenePath), mode); } public static void LoadScene(int buildIndex, LoadSceneMode mode = LoadSceneMode.Single) { Application.backgroundLoadingPriority = ThreadPriority.Low; switch (mode) { case LoadSceneMode.Single: Instance.StartCoroutine(LoadSceneInternal(buildIndex)); break; case LoadSceneMode.Additive: SceneManager.LoadSceneAsync(buildIndex, LoadSceneMode.Additive); break; default: throw new ArgumentOutOfRangeException(nameof(mode), mode, null); } } private static IEnumerator LoadSceneInternal(int scene) { var loadingScreenLoading = Instance.loadingScreen.InstantiateAsync(); yield return loadingScreenLoading; Instance.loadingScreenObject = loadingScreenLoading.Result; DontDestroyOnLoad(Instance.loadingScreenObject); if(Debug.isDebugBuild) Debug.Log($"loading scene {SceneUtility.GetScenePathByBuildIndex(scene)} at build index {scene}"); // get current scene and set a loading scene as active var currentScene = SceneManager.GetActiveScene(); var loadingScene = SceneManager.CreateScene("Loading"); SceneManager.SetActiveScene(loadingScene); // unload last scene var unload = SceneManager.UnloadSceneAsync(currentScene, UnloadSceneOptions.None); while (!unload.isDone) { yield return null; } // clean up var clean = Resources.UnloadUnusedAssets(); while (!clean.isDone) { yield return null; } // load new scene var load = SceneManager.LoadSceneAsync(scene); while (!load.isDone) { yield return null; } } private static IEnumerator LoadPrefab(AssetReference assetRef, AsyncOperationHandle assetLoading, Transform parent = null) { if (typeof(T) == typeof(GameObject)) { assetLoading = assetRef.InstantiateAsync(parent); } else { assetLoading = assetRef.LoadAssetAsync(); } yield return assetLoading; } public static void ExitGame() { #if UNITY_EDITOR UnityEditor.EditorApplication.ExitPlaymode(); #else Application.Quit(); #endif } private static void CmdArgs() { var args = Environment.GetCommandLineArgs(); if (args.Length <= 0) return; foreach (var argRaw in args) { if (argRaw[0] != '-') continue; var arg = argRaw.Split(':'); switch (arg[0]) { case "-loadlevel": LoadScene(arg[1]); break; case "-benchmarkFlythrough": LoadScene("benchmark_island-flythrough"); break; } } } } public static class ConstantData { private static readonly string[] Levels = { "Island", }; public static string GetLevelName(int level) { return $"level_{Levels[level]}"; } public static readonly List QualityLevels = new List(){"Low", "Medium", "High"}; public static readonly string[] AiNames = { "Felipe", "Andre", "Elvar", "Jonas", "Erika", "Tim", "Florin", "Andy", "Hakeem", "Sophia", "Martin", }; public static readonly int[] Laps = { 1, 3, 6, 9 }; public static int SeedNow { get { DateTime dt = DateTime.Now; return dt.Year + dt.Month + dt.Day + dt.Hour + dt.Minute + dt.Second; } } public static Color[] ColorPalette; private static Texture2D _colorPaletteRaw; public static Color GetPaletteColor(int index) { GenerateColors(); return ColorPalette[index]; } public static Color GetRandomPaletteColor { get { GenerateColors(); Random.InitState(SeedNow+Random.Range(0,1000)); return ColorPalette[Random.Range(0, ColorPalette.Length)]; } } private static void GenerateColors() { if (ColorPalette != null && ColorPalette.Length != 0) return; if (_colorPaletteRaw == null) _colorPaletteRaw = Resources.Load("textures/colorSwatch"); ColorPalette = _colorPaletteRaw.GetPixels(); Debug.Log($"Found {ColorPalette.Length} colors."); } } }